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Returning 35 results for 'spell trance'.
Spells
Player’s Handbook
. The messenger can also shape the dream’s environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls
the dream perfectly upon waking.
If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point
Magic Items
Dungeon Master’s Guide (2024)
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
through visions or dreams when the wielder is either in a trance or asleep.
Personality. A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it
Backgrounds
The Wild Beyond the Witchlight
under the Feywild’s spell and learned a little about the nature of the mercurial tricksters that dwell there.
When you finally returned to your home plane, you did not come back unchanged. You
.
Feywild Visitor
Whenever you’re sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit’s form by
Monsters
Spelljammer: Adventures in Space
failed save, or half as much damage on a successful one.
Spellcasting (Psionics). The psurlon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting
ability (spell save DC 13):
2/day: mage armor (self only)
1/day: suggestionA psurlon can use magic to assume the form of a specific Medium Humanoid. First, the psurlon must consume the creature it
Monsters
Fizban's Treasury of Dragons
.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: faerie fire
2/day each: calm
another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Tail. The dragon makes one Tail attack.
Cast a Spell (Costs 2 Actions). The dragon uses
Monsters
Fizban's Treasury of Dragons
.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: faerie fire
1/day each: calm emotions
turn. The dragon regains spent legendary actions at the start of its turn.
Tail. The dragon makes one Tail attack.
Cast a Spell (Costs 2 Actions). The dragon uses Spellcasting.Ancient legends
Dream
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't
messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The
monsters
takes damage, or until a creature takes an action to shake it awake.
Thaumaturgic Inhibitor. If the target casts a spell, it must succeed on a DC 16 Constitution saving throw or the spell fails, but a
spell slot used to cast the spell isn’t expended.Legendary Action Uses: 3. Immediately after another creature’s turn, the widow can expend a use to take one of the following actions. The
monsters
spell can restore the lost memories.
Devour Mind ends if the target is reduced to 0 Hit Points and the worm appears in an unoccupied space within 60 feet of the target. Devour Mind can also be ended in
Good spell.
• If the target takes damage, the worm takes Psychic damage equal to half that amount. It must succeed on a Charisma saving throw with a DC equal to the Psychic damage taken, or
races
Mordenkainen Presents: Monsters of the Multiverse
forever. Choose your season or roll on the Eladrin Seasons table. Your Trance trait lets you change your season.
Like other elves, eladrin can live to be over 750 years old.
Eladrin Seasons
d4
wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t
Moonblade
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
.
97–98
The moonblade functions as a ring of spell storing.
99
You can use an action to call forth an elfshadow, provided that you don’t already have one serving you. The elfshadow
wielder is either in a trance or asleep.
Personality
Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions
shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when you
cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams. You can make the messenger terrifying
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when you
cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams. You can make the messenger terrifying
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions
shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when you
cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams. You can make the messenger terrifying
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions
shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions
shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Remote Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated
. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are blinded and deafened in regard to your own
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Remote Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated
. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are blinded and deafened in regard to your own
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Dreamer’s Reach Magic A creature who falls asleep or uses a feature such as an elf’s Trance trait at Dreamer’s Reach can call upon the magic of the place while sleeping, activating one of the
following properties: Dreamer’s Call. The creature casts the dream spell as it sleeps, requiring no additional casting time, action, or spell components. The caster must be the spell’s messenger. When the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Dreamer’s Reach Magic A creature who falls asleep or uses a feature such as an elf’s Trance trait at Dreamer’s Reach can call upon the magic of the place while sleeping, activating one of the
following properties: Dreamer’s Call. The creature casts the dream spell as it sleeps, requiring no additional casting time, action, or spell components. The caster must be the spell’s messenger. When the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, including worlds in the Material Plane. Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest. In
abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
8. Coffin The door opens into an area of utter blackness.
The room beyond the door is the lair of a vampire named Ctenmiir. He is compelled by a curse to remain here in a trance except when roused
to defend his treasure, which lies in a niche in the floor under his coffin. The vampire automatically awakes at the approach of intruders. The room is affected by a darkness spell, which the vampire
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, including worlds in the Material Plane. Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest. In
abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
worlds in the Material Plane. Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest. In that state
level 1 benefit of that lineage. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
worlds in the Material Plane. Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest. In that state
level 1 benefit of that lineage. When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
8. Coffin The door opens into an area of utter blackness.
The room beyond the door is the lair of a vampire named Ctenmiir. He is compelled by a curse to remain here in a trance except when roused
to defend his treasure, which lies in a niche in the floor under his coffin. The vampire automatically awakes at the approach of intruders. The room is affected by a darkness spell, which the vampire
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Psurlon Ringer A psurlon can use magic to assume the form of a specific Medium Humanoid. First, the psurlon must consume the creature it wants to imitate. It then enters a psionic trance for 8 hours
is permanent and can be undone only by a wish spell. Despite appearances, the psurlon ringer is still an Aberration, and other psurlons recognize it for what it is. Psurlon Ringer
Medium Aberration
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Psurlon Ringer A psurlon can use magic to assume the form of a specific Medium Humanoid. First, the psurlon must consume the creature it wants to imitate. It then enters a psionic trance for 8 hours
is permanent and can be undone only by a wish spell. Despite appearances, the psurlon ringer is still an Aberration, and other psurlons recognize it for what it is. Psurlon Ringer
Medium Aberration
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
practice. More than that, each spell a wizard might cast requires a portion of one’s powerful intellect to be dedicated to the task, with the necessary patterns of thought and proper mindset kept in stasis
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
practice. More than that, each spell a wizard might cast requires a portion of one’s powerful intellect to be dedicated to the task, with the necessary patterns of thought and proper mindset kept in stasis
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Sleeper Wakes As the psychic din awakens Araumycos from its trance, the shimmering colors piercing the silver of the Astral Plane flare even brighter. The following round, Araumycos enters into
the effect of an Evard’s black tentacles spell. The infected area of Araumycos’s mind has AC 13, 100 hit points, and vulnerability to necrotic and psychic damage. When the infected area first takes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Sleeper Wakes As the psychic din awakens Araumycos from its trance, the shimmering colors piercing the silver of the Astral Plane flare even brighter. The following round, Araumycos enters into
the effect of an Evard’s black tentacles spell. The infected area of Araumycos’s mind has AC 13, 100 hit points, and vulnerability to necrotic and psychic damage. When the infected area first takes
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
gradually fell under the Feywild’s spell and learned a little about the nature of the mercurial tricksters that dwell there. When you finally returned to your home plane, you did not come back unchanged
back to normal length within 1 hour of being cut. 8 You have a tail like that of a dog or another animal. Feywild Visitor Whenever you’re sound asleep or in a deep trance during a long rest, a